PLAY BY PLAY - AN INTRODUCTION TO ESPORTS, MONETISATION AND IP RIGHTS

 
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PLAY BY PLAY - AN INTRODUCTION TO ESPORTS, MONETISATION AND IP RIGHTS
PLAY BY PLAY –
AN INTRODUCTION TO
ESPORTS, MONETISATION
AND IP RIGHTS

               JUNE 2020
PLAY BY PLAY - AN INTRODUCTION TO ESPORTS, MONETISATION AND IP RIGHTS
PLAY BY PLAY – AN INTRODUCTION TO
                                       ESPORTS, MONETISATION AND IP RIGHTS
                                       The Coronavirus pandemic has brought traditional sports across
                                       the globe to a standstill. High profile international and domestic
                                       leagues and tournaments have been cancelled, suspended or
                                       postponed. A void has emerged in which worldwide interest in
                                       esports has intensified.

                                       This article, which was written for, and first   What is esports?
                                       published by, LawInSport (the original is
                                                                                        There is still no single definition of
                                       available to view here), provides an
                                                                                        esports. Esports is an umbrella term for
                                       introduction to esports, the key
                                                                                        an industry covering hundreds of different
                                       stakeholders involved and some of the
                                                                                        video-games. For the purposes of this
                                       challenges facing an industry which had
                                                                                        article, we define esports as the playing
                                       an estimated global audience exceeding
                                                                                        of competitive video-games by
                                       440 million viewers in 2019 and is forecast
                                                                                        professional gamers, in an organised
                                       to generate revenue between US $1.8
                                                                                        format (a tournament/league) and with a
                                       billion and US$3 billion by 2022. In
                                                                                        specific goal (a title/prize money).
                                       particular, we look at the monetisation of
                                       esports, and how intellectual property (IP)
                                                                                        Despite esports differing from “gaming”,
                                       rights (and the enforcement of such rights)
                                                                                        conflating the two is a common
                                       will be crucial for the stakeholders involved
                                                                                        misconception. Gaming is a far broader
                                       and will shape how the industry develops.
                                                                                        term, encompassing the playing of video
                                                                                        games, whether competitively or non-
                                       Esports has not been immune to the
                                                                                        competitively, offline or online and
                                       consequences of the Coronavirus
                                                                                        whether in single player or multiplayer
                                       pandemic. However, interest in esports
                                                                                        mode. To draw an analogy with football,
                                       has increased as traditional sports have
                                                                                        gaming lies on a spectrum that
                                       turned to the esports environment to
                                                                                        encompasses a child practicing “Keepy
                                       continue their engagement with fans.
                                                                                        Uppies” in their garden, a local football
                                       Formula 1 motor racing launched the F1
                                                                                        team playing in a competitive five-a-side
                                       Esports Virtual Grand Prix series, with
                                                                                        tournament and a football freestyler duo
                                       virtual races running in place of every
                                                                                        streaming their latest skills and moves
                                       postponed Grand Prix; in the U.S.
                                                                                        online. Esports is a competitive
                                       NASCAR launched the iRacing series,
                                                                                        professional league or tournament,
                                       with drivers competing digitally through a
                                                                                        analogous to the Champions League,
                                       simulation platform and the English
                                                                                        Bundesliga or the FA Cup.
                                       Premier League’s inaugural
                                       ePremierLeague Invitational, in which
                                                                                        This distinction is also important when
                                       celebrities and Premier League players
                                                                                        considering the two types of
                                       represented their team in a knockout
                                                                                        professional gamers:
                                       tournament to raise money for charity,
                                       attracted 150 million viewers across             1. Competitive professionals – elite
                                       platforms including YouTube, Twitch,                gamers who participate in esports,
                                       Facebook, Twitter and Sky Sports live. It           whether as an individual or as a
                                       has been suggested by the World                     member of a team, to win
                                       Economic Forum that Coronavirus may                 tournaments/leagues; and
                                       lead to the normalisation of esports,
                                                                                        2. “Lifestyle” gamers – skilled (but not
                                       thanks to the “unprecedented (and
                                                                                           necessarily elite) gamers who
                                       accidental) adoption of esports by
                                                                                           broadcast their day-to-day gameplay
                                       broadcasters, leagues and athletes
                                                                                           on digital channels and live streaming
                                       seeking to engage fans.
                                                                                           platforms to fans/subscribers, and
                                                                                           whose ultimate goal is to entertain
                                                                                           viewers, whether they win or lose.

2   CLIFFORD CHANCE
    PLAY BY PLAY – AN INTRODUCTION
    TO ESPORTS, MONETISATION AND IP RIGHTS
PLAY BY PLAY - AN INTRODUCTION TO ESPORTS, MONETISATION AND IP RIGHTS
The majority of gamers will fall into either   The International (a Dota 2 tournament) in
one of the two brackets. In this article,      Shanghai, with the team sharing the
our focus is on esports, and the former.       US$15 million first place prize and captain
However, this is not to understate the         Johan “N0tail” Sundstein becoming the
importance to the esports industry of          top prize-winning esports player to date,
lifestyle gamers to the esports industry,      with estimated career winnings of almost
who may sign to professional esports           US$7 million.
teams, as part of those teams’ broader
business models – for example, to attract      Esports competitions are played in front
sponsors and fans, sell merchandise and        of spectators, who can watch in-person
produce entertainment content.                 at a stadium or via online streaming.
                                               These audiences can be vast. For
Esports, whilst a relatively nascent           example, 60 million viewers watched the
industry, challenges established               Grand Final of the 2018 Mid-Season
conceptions of what constitutes a “sport”      Invitational, a League of Legends
(although whether esports can be               tournament hosted by Germany and
appropriately classified as a “sport”          France. According to a recent report by
remains a controversial topic), but also       Goldman Sachs, esports has been
offers new and varied investment               elevated “into mainstream culture as a
opportunities to current and prospective       legitimate professional sport with a
market participants. Esports undoubtedly       massive global following.” This global
shares many of the fundamental                 following includes major celebrities and
characteristics of traditional sport,          professional sportspersons, which in turn
however its idiosyncratic features require     further raises the profile of esports. For
a more bespoke approach in a number            example, in early 2020, Real Madrid’s
of respects, particularly in relation          Gareth Bale launched his own esports
to monetisation.                               team, Ellevens Esports.

The rise of esports                            Who are the key
In 1972, the first known esports event         stakeholders?
took place at Stanford University, with        • Video-game publishers: video-game
students competing at “Spacewar!”, a             publishers produce, release and own
combat video-game. The winner took               the IP in the games they publish, and
home a year’s subscription to the                thus control the content of the games
magazine Rolling Stone. Fast-forward to          (including updates to the games
2019, and 16-year old Kyle “Bugha”               subsequent to initial release). For
Giersdorf scooped US$3 million for               publishers, esports represents a way of
winning the Fortnite World Cup solo final        deriving revenue from their principal
– the largest prize ever for a single player     assets – their IP rights in the games –
at an esports tournament. To place this          by licensing the use of those rights. The
into context, Bugha’s prize exceeds that         primary purpose of such licensing may
awarded to Novak Djokovic for winning            be direct (a distinct revenue stream
Wimbledon 2019 (US$2.91 million) and             under the licensing contract), indirect
Tiger Woods for winning the 2019                 (using esports to generate interest in
Masters (US$2.07 million). Moreover, the         the game to drive sales) or a
US$3 million won by Bugha was a                  combination of the two.
fraction of the US$100 million prize pool
set aside by Epic Games, creator of            • Competitions and leagues:
Fortnite, for all Fortnite esports               publishers may also run esports
tournaments held during the course of            competitions and leagues (for which
2019. Less than one month after Bugha’s          they control the structure and rules) or
victory, five-man team “OG” triumphed at         alternatively license the rights to run

                                                                                                             CLIFFORD CHANCE     3
                                                                                               PLAY BY PLAY – AN INTRODUCTION
                                                                                        TO ESPORTS, MONETISATION AND IP RIGHTS
PLAY BY PLAY - AN INTRODUCTION TO ESPORTS, MONETISATION AND IP RIGHTS
and broadcast such competitions to             obtain IP rights in relation to their
                                         third parties. High profile examples of        players under the contracts with those
                                         the former include the creation of the         players. As with traditional sports
                                         Fortnite World Cup by Epic Games, the          athletes (such as elite footballers,
                                         formation of the League of Legends             golfers and tennis players), esports
                                         Championship Series and the League             players have become increasingly
                                         of Legends European Championship               attuned to the fact that they are not just
                                         (the North American and European               professional gamers, but also valuable
                                         leagues, respectively) by Riot Games           media assets.
                                         and the subsequent launch of the
                                                                                      • Players: the number of professional
                                         Overwatch League by Blizzard. An
                                                                                        esports players has grown rapidly in
                                         example of the latter is ESL (formerly
                                                                                        recent years. They can earn income
                                         the Electronic Sports League), which is
                                                                                        through sponsorship, prize money and
                                         the largest organiser of esports
                                                                                        team salaries (for members of a team
                                         competitions worldwide (e.g. ESL One).
                                                                                        which pays a guaranteed salary).
                                       • Team owners/franchises: for those              Substantive player salaries are likely to
                                         video games for which leagues have             encourage more gamers to consider
                                         been created, the publishers can also          pursuing esports as a professional
                                         sell “teams” that can participate within       career, which in turn results in higher
                                         those leagues to third parties (similar to     quality gameplay and increased fan
                                         the US sports “franchise” model). For          interest. Furthermore, unlike in
                                         example, Activision (Blizzard’s parent         traditional sports, lifestyle gamers can
                                         company) sold the first twelve teams in        also earn income through streaming
                                         the Overwatch League for US$20                 services. The highest profile example is
                                         million, and subsequently sold eight           Richard Blevins, better known by his
                                         further teams for a reported US$30 to          online alias “Ninja”, who earns an
                                         US$60 million each, with each team             estimated US$500,000 per month
                                         based in a major city, and the teams           from streaming and commenting
                                         split into a Pacific Division and Atlantic     on gameplay.
                                         Division, respectively. Activision
                                                                                      • Online streaming services: major
                                         targeted current owners of major sports
                                                                                        technology companies including
                                         teams as prospective team owners,
                                                                                        Amazon (Twitch), Google (YouTube) and
                                         including Kroenke Sports &
                                                                                        Tencent (Douyu and Huya) own or have
                                         Entertainment (Los Angeles Gladiators)
                                                                                        heavily invested in streaming services
                                         and the Kraft Group (Boston Uprising),
                                                                                        which can broadcast competitive and
                                         who have experience in generating
                                                                                        lifestyle gameplay. Facebook has
                                         revenue from local and global fanbases.
                                                                                        recently launched a dedicated
                                       • Teams: in addition to the “teams”              Facebook Gaming app in an attempt to
                                         which are sold to third parties, teams         challenge these dominant players and
                                         exist in the more conventional sense,          establish itself in the gaming and
                                         i.e. a collection of players competing on      esports world. Twitch is the largest
                                         the same side against other groups of          streaming platform, averaging in excess
                                         players. Teams often compete across            of one million concurrent viewers
                                         various platforms and video games.             watching its subscription-based
                                         The top three highest earning teams to         content every second over the course
                                         date are “Team Liquid”, “OG” and “Evil         of 2018. Online streaming services
                                         Geniuses”, with cumulative prize               contract with publishers (whether on an
                                         winnings totaling almost US$90 million.        exclusive or non-exclusive basis) for the
                                         Team Liquid, which has multiple                rights to stream gameplay. Live
                                         divisions dedicated to the most popular        streaming platforms have experienced
                                         esports games, is majority owned by            a surge in growth as a result of the
                                         aXiomatic, an ownership and                    Coronavirus pandemic; for example,
                                         management group created by an array           Twitch exceeded three billion hours
                                         of top traditional sports team owners          watched (in a single quarter) in Q1
                                         which offers investment services in the        2020 for the first time.
                                         esports industry. Teams may seek to

4   CLIFFORD CHANCE
    PLAY BY PLAY – AN INTRODUCTION
    TO ESPORTS, MONETISATION AND IP RIGHTS
PLAY BY PLAY - AN INTRODUCTION TO ESPORTS, MONETISATION AND IP RIGHTS
• Traditional broadcasters: some             gameday income, respectively), with the
  traditional broadcasters, in addition to   expectation that in the coming years
  online streaming services, have also       esports will be far more reliant on media
  begun contracting with publishers in       rights, and far less reliant on gameday
  order to broadcast gameplay. However,      income, than traditional sports.
  such broadcasters have thus far had a
  difficult task in converting fans of       Media rights
  esports away from streaming services;
                                             As the popularity of esports increases,
  research conducted by Nielsen found
                                             the number of streaming services and
  that 61% of esports viewers on Twitch
                                             traditional broadcasters seeking to secure
  did not watch TV on a weekly basis.
                                             distribution deals to broadcast esports
  Whilst Disney, ESPN and ABC began
                                             competitions and leagues, and the value
  broadcasting the Overwatch League in
                                             of those distribution deals, is expected
  2018/19, it was exclusively licensed to
                                             to increase.
  YouTube by Activision Blizzard in
  early 2020.
                                             Distribution deals have already been
• Traditional sports team and                signed for significant sums. In early 2018,
  leagues: professional sports teams         Twitch secured exclusive rights to
  and leagues have also started investing    broadcast the first two years of the
  in esports, capitalising on their unique   Overwatch League worldwide (bar China)
  IP rights (by licensing them to            for US$90 million, representing a higher
  publishers), brand awareness and           annual figure than the US$300 million
  experience to find new audiences           paid by BamTECH (Major League
  through esports. For example, NBA          Baseball’s video streaming company) to
  and Take Two Interactive (the publisher    Riot Games in late 2016 for the streaming
  of the NBA 2K franchise) entered into a    rights to League of Legends until the end
  joint venture to create an esports         of 2023. Facebook has also entered the
  league for NBA 2K; 23 of the NBA’s 30      fray, securing an agreement with ESL
  teams currently participate in the NBA     for exclusive broadcast rights for
  2K League. In 2019, all NBA 2K             ESL’s Counter Strike: Global Offensive
  League games and tournaments were          Pro League.
  livestreamed on the NBA 2K League’s
  Twitch and YouTube channels, with the      One advantage that streaming services
  NBA 2K League Finals rebroadcast in        and traditional broadcasters currently
  China through Tencent.                     have over publishers in negotiating
                                             distribution deals is that the esports
Monetising esports –                         industry is fragmented, with the IP for
                                             each video-game belonging to the
revenue streams                              relevant publisher. Thus, a traditional
In 2019, the total annual revenue for the    sports league such as the Premier
esports industry was projected to reach      League or the NFL can collectively
about US$1.1 billion; 42% from               bargain on behalf of all teams within their
sponsorship, 23% from media rights,          league, in a way that is not applicable in
17% from advertising, 9% from                the gaming industry.
merchandise and tickets and 9% from
publisher fees, representing year-on-year    However, streaming services and
growth of 34%, 42%, 15%, 22% and             broadcasters have had to adapt to
-3.0%, respectively. The fastest growing     address the challenge of seeking to
esports revenue stream is expected to be     monetise an industry which has always
media rights, with a compound annual         operated on a freemium model – i.e.
growth rate (2017–2022) of +39.6%,           esports have always been free to air.
compared with sponsorship’s +28.4%.          Implementing subscription models risks
Esports’ revenue generation therefore        losing audience members – which has
differs from traditional sports’ widely      knock-on implications for sponsorship.
recognised 40:40:20 revenue split model      Striking the correct balance is a complex
(covering media rights, sponsorship and      commercial path to navigate.

                                                                                                           CLIFFORD CHANCE     5
                                                                                             PLAY BY PLAY – AN INTRODUCTION
                                                                                      TO ESPORTS, MONETISATION AND IP RIGHTS
PLAY BY PLAY - AN INTRODUCTION TO ESPORTS, MONETISATION AND IP RIGHTS
Sponsorship                                       Gaming generate substantial revenues
                                                                                         through advertising, with streamers also
                                       Sponsorship is the primary revenue
                                                                                         able to monetise their activity, whether by
                                       source for many key stakeholders and
                                                                                         charging flat fees or entering into
                                       lends credence to the suggestion that
                                                                                         partnerships with streaming services.
                                       esports is currently over-reliant on
                                       sponsorship as a revenue stream,
                                                                                         There is also a prospective line of
                                       although this is expected to change as
                                                                                         monetisation for publishers: in-game
                                       revenue from media rights increases.
                                                                                         advertising. This would require the video-
                                       Sponsorship deals may be struck with
                                                                                         game publishers to code adverts, or even
                                       individual players, teams, competition
                                                                                         team sponsorship, into the games
                                       organisers and/or video game publishers.
                                                                                         themselves. This could be done generically
                                                                                         or specifically for esports competitions.
                                       Until relatively recently, the vast majority of
                                       sponsorship came from endemic brands
                                                                                         At the end of May 2020, Riot Games
                                       (i.e. brands that create products required
                                                                                         announced that they would display
                                       to produce or used to play esports), such
                                                                                         in-game digital sponsorship banners (the
                                       as software manufacturers and consumer
                                                                                         “Summoner’s Rift Arena Banners”) during
                                       electronics brands. In 2017,
                                                                                         League of Legends esports broadcasts,
                                       approximately 65% of event sponsorship
                                                                                         with MasterCard and Alienware among
                                       deals and 88% of team sponsorship
                                                                                         the first brands that will feature. The
                                       deals were signed with endemic brands.
                                                                                         sponsorship banner will appear in multiple
                                       In 2019, Intel extended its partnership
                                                                                         locations across the in-game map and
                                       with ESL through to 2021, with the two
                                                                                         can change appearance throughout a
                                       parties intending to invest over US$100
                                                                                         match. Moreover, Riot Games has given
                                       million over a three-year period.
                                                                                         each of its twelve regional leagues the
                                                                                         ability to have different in-game sponsors.
                                       However, as the popularity of esports has
                                                                                         Riot worked with Nielsen to evaluate its
                                       increased and the infrastructure of the
                                                                                         approach to in-game sponsorship, with
                                       competitions/leagues has become more
                                                                                         the data allegedly indicating that “It will
                                       established, sponsorship has come from a
                                                                                         become one of its most valuable
                                       broader range of sources including
                                                                                         deliverable assets.”
                                       mainstream brands. “The fact that esports
                                       audience members are a coveted
                                                                                         In-game advertising is not currently
                                       demographic – with approximately 79%
                                                                                         covered by any specific broadcasting or
                                       aged under 35 – has undoubtedly played a
                                                                                         advertising code, but issues remain that
                                       role in this increased interest, particularly
                                                                                         could affect this potential revenue stream
                                       given that this demographic is one of the
                                                                                         for publishers, including:
                                       hardest to reach through traditional media”.
                                                                                         • The extent to which publishers are
                                       Mastercard become the first global                  reticent to change the aesthetic look
                                       sponsor of League of Legends (a game                and feel of their games by allowing
                                       already sponsored by Coca-Cola),                    in-game advertising.
                                       T-Mobile and Toyota sponsor the
                                                                                         • The potential backlash from gamers in
                                       Overwatch League and Paypal partners
                                                                                           response to in-game advertising.
                                       with Rainbow Six Siege. Esports teams
                                       Cloud9 and Ninjas in Pyjamas are                  • Limitations on the types of advertising
                                       sponsored by Puma and Betway                        allowed due to the advertising laws in
                                       respectively (with the company’s logos              certain countries (e.g. restrictions on
                                       emblazoned on the teams’ kit), whilst               advertising alcohol, gambling, tobacco,
                                       Jian “Uzi” Ziaho (a League of Legends               etc) and the demographic of video-
                                       player) has signed an endorsement deal              gamer users (i.e. minors).
                                       with Nike.
                                                                                         • The hesitance of brands to advertise
                                                                                           within certain types of games, such as
                                       Advertising                                         violence-based video games.
                                       Esports currently offers a range of
                                       advertising opportunities. Streaming              Riot Games’ approach indicates it is
                                       services such as Twitch and YouTube               particularly attuned to the first two issues
                                                                                         referenced above. Whilst the sponsorship

6   CLIFFORD CHANCE
    PLAY BY PLAY – AN INTRODUCTION
    TO ESPORTS, MONETISATION AND IP RIGHTS
PLAY BY PLAY - AN INTRODUCTION TO ESPORTS, MONETISATION AND IP RIGHTS
banners will be visible to those watching      through the inclusion in the footage of
the esports broadcast, it will not affect      opening clips, anthems and trade marks
the professional gamers themselves. In         to demonstrate a breach of IP rights.
addition, David Higdon, Riot Games’
global head of communications and              In contrast, in the world of esports, the
esports, noted in response to fan              “sport” (i.e. the video game) typically
concerns about the level of in-game            consists of a number of separate copyright
sponsorship integration that: “We’ll be        works, each of which can be controlled by
very careful on how we innovate around         the owner and/or its licensee(s). For
it… Let us know what you think when            instance, under English law, these may
you watch it this summer. We’ll adjust         include: source code in the game or parts
as needed.”                                    thereof; in-game text; in-game images;
                                               in-game films; characters; musical score;
If in-game advertising grows as publishers     and music recording.
seek to monetise further by leveraging
in-game “real estate”, this will create a      In addition, logos and brands used to
host of issues surrounding advertising         distinguish the video-games may be
standards and the enforcement of               protected as trade marks (whether
IP rights.                                     registered or unregistered).

Merchandise and tickets                        Esports stakeholders are therefore
                                               afforded multiple layers of protection that
Whilst a smaller portion of the annual
                                               can be used as part of an enforcement
revenue of the esports industry comes
                                               campaign to protect commercial
from merchandise and ticket sales, this is
                                               interests. However, the competing
nonetheless a revenue stream that has
                                               interests of the different stakeholders (as
seen strong growth. In 2018, the
                                               highlighted below) is a major factor to
Overwatch League entered into a multi-
                                               take into account in relation to
year deal with sports merchandise
                                               enforcement, and which may have a
company Fanatics, whilst for esports
                                               concomitant impact on the monetisation
team 100 Thieves its apparel business
                                               of the esports industry.
line is one of its three primary revenue
sources alongside competitive gaming
                                               Further complexity is introduced where
and entertainment and media.
                                               the video-games feature real players, who
                                               themselves may have rights in their
Monetising esports – the                       likeness. In addition to rights under
importance of IP rights                        licences with publishers, esports leagues,
and their enforcement                          competition organisers and broadcasters
                                               will also have their own distinct IP rights –
Esports has an advantage over traditional
                                               for example, esports broadcasters
sports in respect of monetisation; the
                                               typically film game screens and the
video games underpinning the esports
                                               players themselves, meaning they own
benefit from significant copyright
                                               copyright in that footage and broadcast
protection. The Court of Justice of the
                                               (which in turn is dependent on the
European Union has held that the act of
                                               broadcaster having the rights to feature
performing a sport cannot be a copyright
                                               the game in that footage). There are
work in and of itself as it does not satisfy
                                               therefore a broad variety of rights that
the requirement of “originality.” This has
                                               may be infringed upon.
historically created major issues for
traditional sports broadcasters in dealing
                                               When you consider that the fastest
with online piracy for unauthorised live
                                               growing esports revenue stream is
streaming of fixtures. Broadcasters of
                                               expected to be media rights, the
traditional sports rely on the fact that the
                                               importance of stakeholders being able to
broadcasts of footage of sports events
                                               adequately enforce their IP rights when
are protectable as copyright work.
                                               infringed is underlined. However, given
Broadcasters also bolster their protection
                                               the myriad of rights and competing

                                                                                                              CLIFFORD CHANCE     7
                                                                                                PLAY BY PLAY – AN INTRODUCTION
                                                                                         TO ESPORTS, MONETISATION AND IP RIGHTS
PLAY BY PLAY - AN INTRODUCTION TO ESPORTS, MONETISATION AND IP RIGHTS
interests involved, it is critical that esports   simultaneously asserting its right to
                                       stakeholders have a clear understanding           monetise its IP. The gaming community
                                       of and properly negotiate:                        disagreed. Following an outcry, Nintendo
                                                                                         set up the “Creators Program,” which
                                       • The extent of (and limitations to) their
                                                                                         offered video creators between 60% and
                                         IP rights.
                                                                                         70% of the advertisement revenue
                                       • Their ability to take enforcement action        (depending on whether the creator
                                         when IP rights are infringed.                   registered and posted the video to
                                                                                         Nintendo-specific channels) generated
                                       • Their responsibility to take enforcement
                                                                                         from the video. In 2018, Nintendo pulled
                                         action when IP rights are infringed.
                                                                                         back even further from its position,
                                       • The implications of taking, or failing to       announcing that it was halting the
                                         take, enforcement action.                       Creators Program in its entirety and that –
                                                                                         provided video creators followed a new
                                       Streaming                                         set of “basic rules” – they could retain
                                       Streaming serves as a useful illustration         100% of any advertisement revenue
                                       in this respect. Unlike traditional sports,       generated. In the associated press
                                       which have generally taken an assertive           release, Nintendo seemed to
                                       approach in enforcing their IP rights,            acknowledge the role played by such
                                       enforcement activities in esports and             video creators, stating: “We appreciate
                                       videogaming have often been                       and encourage the continued support of
                                       more restrained.                                  content creators, and thank them for their
                                                                                         dedication to helping us create smiles”.
                                       Publishers have been historically reluctant       Nintendo came to understand that the
                                       to stop what are known as “let’s play”            reputational damage of taking
                                       videos; videos distributed online where           enforcement action outweighed the
                                       gamers commentate on themselves                   advertising revenue claimed.
                                       playing a particular game. For publishers,
                                       this constitutes free promotion and               By contrast, competitions and
                                       advertising and can boost the popularity          broadcasters may take a very different
                                       of their games, which can in turn increase        approach to enforcement than video
                                       revenues by: (a) facilitating sales of the        game publishers, which is reflective of
                                       games; and/or (b) increasing the number           their differing commercial interests.
                                       of in-game microtransactions.                     Esports broadcasters typically film both
                                       Furthermore, assuming in-game                     game screens and the players
                                       advertising becomes a more widespread             themselves; they therefore own copyright
                                       phenomenon, “let’s play” videos will              in the filming and broadcast itself and are
                                       increase exposure to such advertising,            able to use the content of the game
                                       which may lead publishers to try and              under licence from the publisher.
                                       leverage such exposure in contract
                                                                                         In January 2018, esports competition
                                       negotiations with advertisers.
                                                                                         organiser ESL had an exclusive deal with
                                       However, even for publishers, there have          Facebook to stream ESL’s Dota 2
                                       been limits to their tolerance for such           competition. When gamers began
                                       videos. “Let’s play” videos are typically         streaming gameplay from the tournament
                                       governed by the terms of the relevant             (overlaid with their own commentary) on
                                       End User Licence Agreement, which                 rival streaming platform Twitch, ESL
                                       often set out an exception for “non-              elected to issue “takedown notices”
                                       commercial” use. In 2013, Nintendo                pursuant to the US Digital Millennium
                                       began claiming all advertisement revenue          Copyright Act (DMCA), informing Twitch
                                       on user-generated “let’s play” videos             that it was hosting copyright-infringing
                                       uploaded to YouTube that featured                 material. In order to shield itself from
                                       Nintendo’s content. Nintendo publicly             liability, Twitch removed the offending
                                       positioned this as a reasonable balancing         streams. However, Valve (the publisher of
                                       exercise; allowing fans to continue               Dota 2) responded by announcing that
                                       enjoying Nintendo content on streaming            only they were able to issue such
                                       platforms (i.e. not blocking gamers in            takedown notices in relation to the
                                       totality from using Nintendo’s IP), whilst        “infringing” streams.

8   CLIFFORD CHANCE
    PLAY BY PLAY – AN INTRODUCTION
    TO ESPORTS, MONETISATION AND IP RIGHTS
PLAY BY PLAY - AN INTRODUCTION TO ESPORTS, MONETISATION AND IP RIGHTS
This confusion stemmed from the fact           licence that affords adequate protection
that whilst both ESL (the competition          to their broadcasts, the value of such
organiser) and Valve (the publisher) held      licences substantially diminishes. At the
IP rights in elements of the broadcast of      same time, video game publishers must
the competition, the ability to issue a        also be careful not to alienate the
takedown notice was dependent upon             gamers upon whom they rely to
the specific nature of the material being      promote their content and who may
“infringed”, as well as the terms of the       encourage criticism of the publisher
licence provided by Valve to ESL. ESL          within the gaming community. If
held an array of copyrights in various         publishers are unwilling to engage with
elements of the broadcast of the               this issue by formulating a clear policy
competition, but the gamers were not           on the permissible content of streams
violating these rights through their           of competition gameplay, and continue
streams. Whilst the gamers were                to take a back seat approach to
streaming the same gameplay that ESL           enforcement, their interests will come
was broadcasting (with its own                 into direct conflict with those of other
commentary overlaid), they were not            stakeholders. This potential conflict is
streaming the ESL broadcast (or elements       particularly pertinent in circumstances
of the broadcast) itself. Thus, absent the     where the video-game publisher is
terms of a licence granted by Valve            also the competition organiser, and
specifying that ESL had rights vis-à-vis       therefore has a direct relationship with
the actual gameplay, ESL did not have          the broadcaster.
the ability to issue takedown notices in
                                             • Streaming platforms hosting
relation to the streams.
                                               “infringing material”: streaming
                                               platforms (Twitch) should continue to
This incident demonstrates the
                                               comply with takedown notices when
importance of esports stakeholders
                                               presented, as they are reliant upon the
having a comprehensive understanding
                                               safe harbour afforded by the DMCA
of IP rights and being aligned on the
                                               (and equivalent legislation elsewhere) to
approach to enforcement. It stressed
                                               shield themselves from liability. There is
the importance of clear contractual and
                                               simply too much content on streaming
practical mechanisms to ensure the
                                               platforms to proactively identify all
smooth exploitation and enforcement
                                               infringing content. Streaming platforms
of the broadcast. It also highlights the
                                               should also comply with any counter
attendant implications for the growth
                                               takedown notices properly filed by
of media rights revenue in the
                                               streamers. As an industry, stakeholders
esports industry:
                                               should cooperate to develop fast and
• Competition organisers: if                   effective mechanisms to identify illicit
  competition organisers (ESL) cannot          streams, building on work such as
  enforce their IP rights, there is little     digital watermarking which has been
  commercial sense in broadcasters             undertaken in the context of traditional
  (Facebook) paying substantial sums for       sports broadcasting. This is particularly
  exclusive streaming rights. This will        relevant in the context of Article 13 of
  affect the monetisation of such              the EU Directive on Copyright in the
  competitions. Competition organisers         Digital Single Market, which will require
  therefore need to carefully assess their     service providers (i.e. streaming
  IP rights to ensure their commercial         platforms) to implement measures to
  interests are adequately protected, as       protect content and ensure effective
  well as obtaining appropriate                content recognition technologies.
  permissions from other rights holders to
                                             • Streamers: streamers should look to
  address any lacunae in such protection.
                                               policies issued by publishers to
• Video game publishers: if video              understand the limitations on the
  game publishers (Valve) are unwilling to     content that their streams can contain.
  enforce their IP rights to protect the       If a streamer believes their content has
  interests of competition organisers, or      been improperly removed through a
  alternatively to grant competition           takedown notice, they should file a
  organisers rights under the relevant         counter takedown notice.

                                                                                                           CLIFFORD CHANCE     9
                                                                                             PLAY BY PLAY – AN INTRODUCTION
                                                                                      TO ESPORTS, MONETISATION AND IP RIGHTS
What next for esports?                          by participants as the sport with the
                                                                                      highest potential to grow revenues
                                      There is no sign of esports’ rapid
                                                                                      globally, beating both football and
                                      expansion slowing. A recent report by
                                                                                      basketball into second and third place,
                                      Goldman Sachs highlights that the
                                                                                      respectively. When you consider the
                                      industry remains heavily under-monetised
                                                                                      audience demographic for esports, in
                                      relative to its audience potential.
                                                                                      conjunction with the fact that more than
                                      According to the report, the total online
                                                                                      70% of participants believe the biggest
                                      population is over 3.65 billion globally, 2.2
                                                                                      threat to the traditional sports industry is
                                      billion of whom are gamers; esports
                                                                                      the shift in the consumer behaviour of
                                      viewers currently represent only a fraction
                                                                                      younger people, it is unsurprising that
                                      of the online population (c. 5%),
                                                                                      esports has become too commercially
                                      suggesting there is plenty of scope for
                                                                                      relevant to be ignored.
                                      audience growth.

                                                                                      The International Olympic Committee has
                                      As revenues increase, fuelled by larger
                                                                                      recognised esports as a “sporting activity”
                                      audiences and audience engagement, we
                                                                                      and is exploring the possibility of including
                                      expect to see the industry mature, with
                                                                                      esports in future Olympic Games. Esports
                                      further investment driving the
                                                                                      may be a demonstration sport at the
                                      implementation of greater organisation
                                                                                      Paris 2024 Olympic Games and it will be
                                      and more sophisticated infrastructure, the
                                                                                      a medal event at the 2022 Asian Games.
                                      entrance of further major brands into the
                                                                                      And in May 2020, the Commonwealth
                                      arena and larger prize pools. Activision
                                                                                      Games Federation agreed an exploratory
                                      (through Blizzard) and Tencent (through
                                                                                      partnership with the Global Esports
                                      Riot Games) have led the way, targeting
                                                                                      Federation to develop a Commonwealth
                                      the investment of current owners of
                                                                                      Esports strategy.
                                      traditional sports teams, in order to use
                                      their knowledge of how to generate
                                                                                      The esports industry is an attractive and
                                      increasing financial returns, including
                                                                                      exciting market that transcends both
                                      revenues from those teams’ regional
                                                                                      sport and technology. However, the
                                      support bases. As the professionalisation
                                                                                      industry remains an emerging one. At this
                                      of the industry continues, increased
                                                                                      stage of its development, it is absolutely
                                      monetisation will follow. Global betting on
                                                                                      critical that adequate consideration is
                                      major esports titles, already estimated at
                                                                                      given to the legal and commercial issues
                                      US$5.5 billion in 2016, is now projected
                                                                                      raised by the interrelationship between,
                                      to approach US$13 billion this year.
                                                                                      and enforcement of, various industry
                                                                                      stakeholders’ different IP rights. The
                                      According to PwC’s Sports Survey 2018,
                                                                                      industry will need to wrestle with these
                                      the traditional sports industry is keeping a
                                                                                      complex issues as it continues its
                                      keen eye on the esports industry; over
                                                                                      rapid expansion.
                                      70% of participants from the global
                                      sports industry say that they would
                                      develop a strategy to enter esports, with
                                      the main reason for hesitation being a
                                      lack of understanding of the business
                                      model. Moreover, esports was identified

10 CLIFFORD CHANCE
   PLAY BY PLAY – AN INTRODUCTION
   TO ESPORTS, MONETISATION AND IP RIGHTS
CONTACTS

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London                   London                   London
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Senior Client & Market
Development Executive
London
T: +44 207006 4494
E:	aliona.potapova@
    cliffordchance.com

                                                                                                CLIFFORD CHANCE 11
                                                                                  PLAY BY PLAY – AN INTRODUCTION
                                                                           TO ESPORTS, MONETISATION AND IP RIGHTS
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